Hi again,
Um, this time I’m not too sure what the problem is…but my first line of attack is going to be to use the -optimal flag to egg-optchar to reorganize the joint hierarchy in this particalar animation. Unfortunately, it’s optimizing all my joints away, even though the animation and the rig are both in the same bundle (-cn flag to maya2egg).
This is happening when I use egg-optchar on any of our assets, so I am definately using egg-optchar wrong.
The model’s output:
Warning: renamed joint2 to joint2_1 to avoid naming conflict.
Warning: renamed joint2 to joint2_2 to avoid naming conflict.
Character: TO_KCH_03_CanOpener
CON (identity) (empty) (top)
CONjoint1INH (identity) (empty)
joint1CON_GRP (identity) (empty)
PROP_CON (identity) (empty)
mover (identity) (empty) (top)
submover (identity) (empty)
joint1 (static) (empty)
transform1 (static) (empty)
joint2 (static)
joint2_1 (static)
joint2_2 (static)
11 joints.
The anim’s output:
Warning: renamed joint2 to joint2_1 to avoid naming conflict.
Warning: renamed joint2 to joint2_2 to avoid naming conflict.
Character: TO_KCH_03_CanOpener
CON (identity) (empty) (top)
CONjoint1INH (static) (empty)
joint1CON_GRP (identity) (empty)
PROP_CON (empty)
PROP_CON1 (empty)
mover (identity) (empty) (top)
submover (static) (empty)
joint1 (empty)
transform1 (static) (empty)
joint2 (static) (empty)
joint2_1 (empty)
joint2_2 (empty)
12 joints.
What I’m using for egg-optchar:
C:\egg-optchar -inplace -f -noabs -optimal C:\yadayada\file.egg
I’ve tried quite a few variations on this, such as not including -f, and not including -optimal, but the results are always the same. 0 joints.
Hrm.
In a side note, is the source code for maya2egg7 and maybe even egg-optchar available? It would certainly help in tracking down a lot of the bugs I know I’m bound to face.